[Archived - Monks] Morphing BUG in Studio and Beta Client

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Posted by “Monks” on March 05, 2023.

[Archived]

I have a "clothing item" (custom request) for a headstone to appear on trigger with the avatar kneeling. The mesh is a morph that is FAR AWAY (not seen) attached to the female root node. On trigger ... the headstone appears (morph state) and the avatar kneels.

 

Problem is ... the morphing mesh RESTARTS every time the avatar BLINKS. I spent a long time trying to trouble shoot the FBX ... then tried it on CLASSIC where it works just fine. I can confirm that the "blinking" bug occurs in both studio and the beta client but does NOT occur in the classic IMVU.

 

I have video in all environments that I can put together and upload ... but I thought maybe this will ring a bell and folks already know about it before I go to the trouble to document further.

 

Anyone run into this yet?

 

Thanks for thinking about it with me.

Monks.

 

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Community posted 3 months ago Admin

Posted by “MaxSMoke777” on March 24, 2023.

[Archived]

I was wondering what you meant by "Sent you the mesh". I just found the product (not mesh) in my inventory.

 

Yes, it's somehow it's definitely interpreting your trigger as "blink". I see what you mean.

 

Have you tried removing the triggers and added them again? You might need to do this a few times. It could be something as simple as just making new copies of existing triggers, then removing the old ones. I've fixed some issues just by hammering on them like that.

 

Also I build all of my objects in Classic before updating their materials, and such, in Studio. Classic is certainly more trustworthy.

 

I tested my AK47 item to see if I could recreate your problem. It has a repeating loop for holding the gun in hand, but it worked just fine. I've done this same sort of looping morph animation trick for holding items, with several other items, without an issue.

 

It does occur to me that there is one thing that might be working in my favor, but against yours...

 

My "holdgun" Skeletal and Morph animations are roughly the same length and play at the same time (I think there's one frame difference), but I think you play yours at different speeds, as the avie changes seating positions. You might need to rework the structure so you're playing both at the same time, and the same rate, if you want to work around this bug.

 

Really though, IMVU should just fix it. It's definitely a bug on their end and not something you're doing wrong.

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Community posted 3 months ago Admin

Posted by “Monks” on March 23, 2023.

[Archived]

Hey Max,

I sent you the mesh so you can see.

It seems to be a bug in the new client. As it doesn't happen in Classic at all.

 

If I have time .. I'll make some other morph tests to see if I can replicate.

 

As for FBX, that seems to be the default export format of choice for most projects (not IMVU related.) However even if I bring in the xpf from Classic directly into Studio and use it instead of the FBX .. the problem still exists.

 

For whatever reason, the blink is restarting the morph targets in the new environment.

 

Do let me know if you see anything different that I may have missed.

 

thanks.

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Community posted 3 months ago Admin

Posted by “MaxSMoke777” on March 23, 2023.

[Archived]

Are you certain you don't have one animation cutting off another? If you look under the Ensemble, do you have it set to "Longer Effect Ends"?

 

Blink shouldn't effect anything, unless of course you have another item taking control by using the Blink trigger. Did you strip off all of your avie's other items to make sure it wasn't just something else you're wearing? Nice thing about "Classic" is that it gives you a clean, default avie, so what you're working with is never messing with what you last put on.

 

Also weird you mention FBX. What happened to the Cal3D exporter? I've been using it for years without any big problems.

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